﻿using UnityEngine;
using System.Collections;

namespace COC.Character.AI
{
    /// <summary>
    /// a seeker join pathfinding queue and calculate path,we mark this situation as seeking nodeState,but if seeker dequeue,make a died nodeState, 
    /// </summary>
    public class Seeker
    {
        public State STATE=State.NONE;

        /// <summary>
        /// list of potential seeker states 
        /// </summary>
        public enum State
        {
            NONE=0x0,//default is none if nothing to happen,such create a new character 
            WALKING=0x1,//a character is walking
            FIGHTING=0x02,//a character is fighting against one or more character.
            DIED=0x03,//died if the character is killed by anther one or more.
            ASSOCIATING=0x04,//maybe the character attack one enemy or more by assciated siblings. 
            SPEED=0x05,//moving faster than other when the character enable speed mode.
            SPEED_X2=0x06,//speed up to 2 times.

        }
    }

}

